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Returning 35 results for 'saving clad'.
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Saving Caden
saving claw
saving cold
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Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Monsters
Strixhaven: A Curriculum of Chaos
.
Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead.
Unusual Nature. The archaic doesn’t require air, food, drink, or sleep.Multiattack. The
":"Gravity Shift"}. The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling
Monsters
Storm King's Thunder
Legendary Resistance. Once per day, when he fails a saving throw, he can choose to succeed instead.
Equipment. Harshnag wears plate, +3;+3 plate armor and wields Gurt's greataxe. The axe sheds light
that he’s clad in plate armor and wears the skull of a white dragon as a helm. His jagged axe also looks quite formidable. He’s a giant of few words who prefers to let his actions do his
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcasting
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its
saving throw. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Forge Hammer", "rollDamageType":"fire"} fire damage and has disadvantage on
Monsters
Icewind Dale: Rime of the Frostmaiden
Duergar Resilience. Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting. Xardorok’s innate
Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available.
Invisibility (Recharge 4–6
Monsters
Candlekeep Mysteries
Legendary Resistance (2/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak
":"damage","rollAction":"Thunder Strike","rollDamageType":"thunder"} thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the
Zombie
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay.Poison
Banshee
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
.
Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the
monsters
", "rollType":"recharge", "rollAction":"Terrifying Breath"}. Wisdom Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction
knight or a festively clad rider. Its draconic head resembles a decorated or armored horse’s head, and its sharp teeth fit together to appear like blunt, harmless decorations. The drakkenhob uses
monsters
Saving Throw: DC 13, each creature in a 15-foot Emanation originating from the woodwarped, with Disadvantage if Grappled by it. Failure: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction
their hosts are sometimes clad in the stolen clothing and armor of their victims, silently wandering the woods with hollow eyes that reflect the unnatural force that binds them to the forest. Cutting
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
The Fates. Reality's fabric unravels and
.
Skull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mercykiller Bloodhound Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across
.
Bonus Actions
Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must succeed on a DC 13 Charisma saving throw or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Mercykiller Bloodhound Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across
.
Bonus Actions
Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must succeed on a DC 13 Charisma saving throw or
Magic Items
Lost Laboratory of Kwalish
space you occupied when you disappeared. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the
Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
Skull. You summon an avatar of death — a mechanical skeleton (use bone naga statistics) clad in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rows. Resting in six of them are wounded drow (three females and three males), each with 1d12 hit points remaining. They are still clad in armor, and they keep their weapons within arm’s reach
neutral evil. Each has two 1st-level spell slots and no spell slots of higher level remaining. They have these racial traits: They speak Elvish and Undercommon. They have advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rows. Resting in six of them are wounded drow (three females and three males), each with 1d12 hit points remaining. They are still clad in armor, and they keep their weapons within arm’s reach
neutral evil. Each has two 1st-level spell slots and no spell slots of higher level remaining. They have these racial traits: They speak Elvish and Undercommon. They have advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.
discharge lightning that fills the room. All creatures in the room at that moment must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire
a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
hair, and its body is clad in wispy rags that flutter and stream around it. A banshee is forever bound to the place of its demise. It abhors mirrors, for it can’t bear to see the horror of its undead
(+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a successful one. Creatures in direct contact with the iron ring or the disk, as well as creatures clad in metal armor, have disadvantage on the saving throw.
discharge lightning that fills the room. All creatures in the room at that moment must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
hair, and its body is clad in wispy rags that flutter and stream around it. A banshee is forever bound to the place of its demise. It abhors mirrors, for it can’t bear to see the horror of its undead
(+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire
a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR
12(+1)
DEX
18(+4)
CON
17(+3)
INT
8(−1)
WIS
10(+0)
CHA
6(−2)
Saving Throws Dex +6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
billows out of skull-shaped nozzles set into the walls of this cramped room. A rotting corpse clad in studded leather armor lies on the floor, mouth open and hands grasping its throat. Wrapped around one
in a gas-filled area must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. A creature is affected even if it holds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR
12(+1)
DEX
18(+4)
CON
17(+3)
INT
8(−1)
WIS
10(+0)
CHA
6(−2)
Saving Throws Dex +6
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy
thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
billows out of skull-shaped nozzles set into the walls of this cramped room. A rotting corpse clad in studded leather armor lies on the floor, mouth open and hands grasping its throat. Wrapped around one
in a gas-filled area must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. A creature is affected even if it holds
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy
thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath
)
Speed 0 ft., fly 40 ft. (hover)
STR
1 (−5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Wis +2, Cha +5
Damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
)
CHA
18 (+4)
Saving Throws Dex +6, Wis +9, Cha +10
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath
)
Speed 0 ft., fly 40 ft. (hover)
STR
1 (−5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Wis +2, Cha +5
Damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
)
CHA
18 (+4)
Saving Throws Dex +6, Wis +9, Cha +10
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Wis +5, Cha +6
Skills Athletics +7, Deception
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Wis +5, Cha +6
Skills Athletics +7, Deception